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14:36, 25th April 2024 (GMT+0)

Combat Rules:

Posted by HackFor group 0
Hack
GM, 1 post
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Sat 17 Feb 2018
at 01:19
  • msg #1

Combat Rules:

The combat in this game will be player-driven. During each encounter, you will be provided with the enemy stats needed to determine if your rolls are successful. You will have the freedom to describe how those results are visualized.

Basic combat resolution:
Each enemy "on screen" will be assigned a Combat Score of two numbers. The first number is the enemy's Defense. The second number is the enemy's Attack.

The Players will roll 1d10 and compare the result against both numbers. If the result beats the first number (ties go in favor of the player), the player deals damage to the enemy. If the result does not beat the second number (ties go in favor of the enemy), the enemy deals damage to the player.

Example 1:
Player-1 attacks Thug-1

Thug-1 has a CS (Combat Score) of 6/4

Player-1 rolls a 7 with no modifiers

Player-1 damages Thug-1

Example 2:
Player-1 attacks Thug-1

Thug-1 has a CS of 6/4

Player-1 rolls a 5 with no modifiers

Neither Player-1 nor Thug-1 deal damage

Example 3:
Player-1 attacks Thug-1

Thug-1 has a CS of 6/8

Player-1 rolls a 7 with no modifiers

Player-1 damages Thug-1
Thug-1 also damages Player-1

Addiotnal Note: Please include target of attack in roll as well as any special abilities being used
This message was last edited by the GM at 16:17, Wed 05 Aug 2020.
Hack
GM, 4 posts
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Sat 17 Feb 2018
at 02:45
  • msg #2

Combat Rules:

Character Stats:
Base Damage: how much damage you do on a normal hit

Max Health: how much damage you can take before you lose a life

Speed: how many actions you can take in a single turn

Max Special: how many special charges you can hold

Base Damage:
When you successfully attack an enemy, this is how much damage you will deal. This number may be modified by items, weapons, and special abilities

Health:
Each time you take damage, you lose health. When your health reaches zero, you lose a life and reappear at the beginning of your next turn.

Players share a pool of lives. When the pool is at zero and you lose all your health, you may not reappear until an extra life is earned. If multiple players are out and an extra life is earned, the player who was eliminated first will get it. If all lives are lost and all players are eliminated, you restart the level from the beginning.

Speed:
This is how many actions your character can take in a turn.

Moving to a new target: free action for the first movement to an enemy or item - each movement after the 1st costs 1 action

Attacking a target: 1 action (includes breaking objects)

Picking up an item: first item picked up in a turn is a free action - each item picked up after the 1st costs 1 action

Using a special ability: action cost determined by the special description

Special:
This is an ability your character has that may affect the CS of an enemy, damage you deal, damage you receive, or a variety of other effects as appropriate for the character.

Players start with one special point and earn another whenever they roll a natural 10. Some item pickups may also grant special points.

Some special abilities may allow the player to spend multiple points (and actions) to charge up for greater effect.

If a player has no special points remaining, he/she may spend health points instead at a 2-for-1 ratio. This may not take place if doing so would drop a character's health to 0.

If you lose a life, you retain your special points when you respawn. If you have none, you respawn with 1.

If a continue is used, everyone starts the level with 1 special regardless of how many you previously had.
This message was last edited by the GM at 20:46, Thu 20 June 2019.
Hack
GM, 12 posts
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Mon 19 Feb 2018
at 21:02
  • msg #3

Combat Rules:

Items:
Health: how much health a food item restores when picked up (up to character's max health)

Damage: how much bonus damage a weapon item adds per successful hit

Durability: how many hits a weapon or damage a destructible item can withstand before it breaks

Healing Items & Power-Ups:
Small: +1 Health (fruit / chips / etc)

Medium: +3 Health (sandwich / sushi / etc)

Large: Full Health (steak / turkey / etc)

Energy Drink: +2 speed this turn and next

Protein Drink: +1 damage this turn and next

Money: varying point bonuses added at the end of the level

Weapon Item Properties:
In addition to bonus damage, some weapons may provide additional bonuses

Accuracy: easier to time your hits and lowers your target's defense value against you

Reach: increased reach makes it harder to hit you and lowers your target's attack value against you

Thrown: may be thrown at an enemy with +1 bonus damage if it hits (target enemy's attack score is treated as 0 for this attack if not already engaged with thrower) / weapon is lost if thrown

Wide Swing: may target two enemies in a single attack once per turn (use same roll for both)

Stun/Stagger: if hit, target's defense score is treated as 0 for the next attack by any character

Ranged: projectile weapon which negates your target's attack value against you unless target also has ranged weapon
This message was last edited by the GM at 21:25, Mon 19 Feb 2018.
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